Ah, you can fall off the left side of the screen in the very beginning???
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Hello! I'm interested in incorporating parts of this tileset into the preexisting tileset of my (potentially commercial) game. Would this be ok with you? (I credit everyone whose assets were used or derived from)
You're right about combat testing, but there are some limitations with the basic RPGMaker (I'm on MV) combat editor - for one, it's not immediately obvious how to test a battle where an actor enters with a status effect!
I think he was talking about poor-planning behaviors like using variables without giving them names and then accidentally using them to track a second thing, or making a section of a game dependent on a resource location the player would already have exhausted long ago in a full playthrough.
There are countless ways to softlock - and even hardlock! - your players without crashing the game. For example: start making a common event that switches on when a certain switch is flicked, and then change what that boolean does later, forgetting it was used for a common event... and you've made a complete monster. I bet with sufficiently bad logic, you could even get a normal event object to crash the game. It's par for the course with anything programming related; there are *always* bizarre edge cases that let the player do something unanticipated.
That..... sure was a thing. MY GOD, WHAT HAVE I DONE???
Remains very faithful to its conceptualization.
btw - if you decide to develop from this alpha, there's a glitch at "100%" where the worm sprite starts vibrating all over the screen and things seem like they're about to crash. Could have been intentional, but didn't seem like it!
Hm, interesting! I like the schtick, it's very clever. Each little narrative was good. However, there are some UI issues. First, on nonmobile devices, scrolling is very awkward because the natural motion (use scrollwheel) moves the whole page, and the dragging motion is uncomfortable. Second, while a nice feature for those who like readalouds, the button to disable the voiceover doesn't work consistently, and clips of audio kept coming through. These are both pretty major barriers to enjoying what the game has to offer.
The mechanic of being able to come back to characters you liked but didn't immediately respond to is completely opaque; I initially thought the chat message screenshots were of content not in the game because it seemed like there was nothing beyond the swiping screen.
Wow, this was amazing! There are two things I would change - first, make the lists numbered instead of bulleted, and formally add the inventory with new descriptions for the items that don't add another item to your inventory.
Hmmm, perhaps there should be a visual cue to the win condition? (ex. predominant colors are all different)
I think the timer? Energy meter??? Is too short for the number of plants that spawn in a distance.
Please set the text on this page to something readable, and list whether the game has jumpsacres. If you actually want people to play your game, we need a little context for what to expect.
(I am, in fact, partway through, but the game is a lot less fun because I don't know whether it's all going to turn out to be an excuse to pull a cheap trick on me.)
Rated it 4/5, although it was a tough call because pretty much everything was top notch. However, having to force-reload the game if you get trapped is a really huge flaw. Even without checkpoints, it would have been very simple to implement a "return to beginning" button.
Hm, I think this is a bit of a big hill to climb. Jack-of-all-trades programs often run into issues of being less specialized in every area than other readily available tools, rendering them less effective to use than approaches that combine multiple platforms.
Music creation in particular is really quite complex to tackle in a standalone. Having the ability to make midis and midi instruments from imported sound clips (either by autopitching or by letting the user import a new clip for each note) would be really good though. In fact, it would put you into territory very few have effectively covered... but making intuitive controls would be a real challenge.
For an example of how not to do a jack of all type program, look at novelty the vn creator - sure, some people really like it, but the UI and explanations of how things work are *horrible*. Successfully making a new character for the first time practically needs a PHD.
Thoughts: grass in shadow should be darker than the shadow instead of the same value as in the light. Vary the trees in groups of trees a bit, even if it's just by flipping some of them left/right, to break up the visual pattern more.
Looks really good otherwise!